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BOXR: Body and head motion Optimization framework for eXtended Reality

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arxiv 2410.13084 v1 pith:MDEWLHOA submitted 2024-10-16 eess.SY cs.CVcs.HCcs.SY

classification eess.SYcs.CVcs.HCcs.SY
keywords motionboxrbodylatencyheadmotionssceneuser
verification ladder T0 review T1 audit T2 compute T3 formal
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The emergence of standalone XR systems has enhanced user mobility, accommodating both subtle, frequent head motions and substantial, less frequent body motions. However, the pervasively used M2D latency metric, which measures the delay between the most recent motion and its corresponding display update, only accounts for head motions. This oversight can leave users prone to motion sickness if significant body motion is involved. Although existing methods optimize M2D latency through asynchronous task scheduling and reprojection methods, they introduce challenges like resource contention between tasks and outdated pose data. These challenges are further complicated by user motion dynamics and scene changes during runtime. To address these issues, we for the first time introduce the C2D latency metric, which captures the delay caused by body motions, and present BOXR, a framework designed to co-optimize both body and head motion delays within an XR system. BOXR enhances the coordination between M2D and C2D latencies by efficiently scheduling tasks to avoid contentions while maintaining an up-to-date pose in the output frame. Moreover, BOXR incorporates a motion-driven visual inertial odometer to adjust to user motion dynamics and employs scene-dependent foveated rendering to manage changes in the scene effectively. Our evaluations show that BOXR significantly outperforms state-of-the-art solutions in 11 EuRoC MAV datasets across 4 XR applications across 3 hardware platforms. In controlled motion and scene settings, BOXR reduces M2D and C2D latencies by up to 63% and 27%, respectively and increases frame rate by up to 43%. In practical deployments, BOXR achieves substantial reductions in real-world scenarios up to 42% in M2D latency and 31% in C2D latency while maintaining remarkably low miss rates of only 1.6% for M2D requirements and 1.0% for C2D requirements.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. A3FR: Agile 3D Gaussian Splatting with Incremental Gaze Tracked Foveated Rendering in Virtual Reality

    cs.GR 2025-07 conditional novelty 6.0 of 10

    A3FR parallelizes CPU gaze tracking with GPU 3D Gaussian Splatting rendering using incremental early-exit gaze predictions, cutting end-to-end foveated rendering latency by up to 2x without measured quality loss.

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